ZBrushCentral

reconstruct subdiv _ and _ UV's

Sorry if this has been asked and answered, I tried doing a search but it came up with a forest of threads that had nothing to do with this.

This is minor, so don’t feel you need to solve it immediately.

I have a female model I’ve been working on and the UV’s got shifted around from a lower poly version I had been sculpting on, which itself was strange - so I ended up taking a level 3 version and re-UVing it in Maya and bringing it back in and updating the Zbrush file. This of course lost the lower 2 levels of topology. I didn’t think it would be an issue because I’ve always been able to reconstruct. So I continued work on it, including making a variety of maps with the new UV’s. I then went to reconstruct my topology to get a lower poly version for use in Maya - and somehow - the UV’s get all gobbled and messed up by reconstructing!

Is there a fix to this? Can I somehow reconstruct and keep my same UV’s, or lock them before reconstructing?

This is very irritating because I already have spent a great deal of time creating maps which will have to be redone if I can’t solve this problem.

The level 3 mesh which has the UV’s I want is too big for Maya to handle.

Thanks for your help and I love ZB

reconstruct has always destroyed UV’s.

There are quite a few applications that can bake object A to object B. Basically you have 2 options…export out level 1 (after reconstruct) and unwrap that.

or

continue with what you’re doing.

By hand delete every other edge…basically reconstructing the mesh down…on the mesh you unwrapped already then export that out of Maya and apply that at the lowest subD level.

If you can’t get that mesh into Maya then you’re going to have too break that mesh into pieces inside of Zbrush or something else and do it in parts…or buy more RAM.